Tree of Savior Forum

Xan's "Fix-It" List

So I constantly have a bunch of ideas for small tweaks to this game come and go through my noggin’ and never feel like compiling a list or posting for one or two small suggestions so I figured maybe I would start a thread and just post a response in it every time one or two of said suggestions comes to me. It’s a little less neat than waiting and compiling a list but at least this way I’ll be more inclined to post immediately and get feedback regularly. So here goes:

First suggestions!

  1. Please implement the ability to buy TP. We all know you’re going to do it sooner or later, and I’m kind of guessing you’re waiting for F2P, which sort of makes sense, but a lot of us are dying to give you our dollars.

  2. Make Talt untradeable, and severely reduce the amount of silver it vendors for (I recommend reducing it to 500 from 5000, if not lower). I realize this may make people upset, particularly the guildless ones, but as a guild leader, I find it ridiculous and unbearable that the same material used to level our guild is worth about ~5k silver each. Two thirds of my members do not donate their talt to the guild and rather sell it for personal growth and I can hardly blame them, I would do the same, but as the leader it would set a terrible example. It’s even gotten to the point where I’ve begun kicking people for not donating talt. I’ve even begun considering an entry fee to join my guild of 50 talt, which is ridiculous and seems silly but that’s what it’s coming to. And at least guildless people could still use their talt to upgrade gems and cards.

  3. Small mechanic/class change: Increase the movement speed bonus from being mounted from 4 to 6, and reduce the base movement speed increase from the Cataphract ability Trot by 2. This will leave Cataphracts unchanged (if not slightly buffed, base), as well as be a minor but much needed buff for Schwarzer Reiters.

More to come! And please do tell me what you think as I post them!

5 Likes

More suggestions!

  1. Allow us to sell TP on the auction house. This is an effective way to combat silver sellers, keep the silver trade between real players, and let IMC profit from the process.

  2. Fix/Revise the current chat filter. This change is absolutely needed as soon as possible. It’s ridiculous that I can’t say “class” or “competitive” or “circumstance” or words like that without the entire sentence being filtered, especially if I can’t determine where the curse word is in my sentence and type the same or similar paragraph several times only to have it turned into ** every time.

  3. Class fix: Occasionally when using the Scout ability Camouflage and removing it, the barrel stays above the character’s head and hovers there until they change map/channel or recast Camouflage. As hilarious and awesome as this can be, it is a strictly graphical bug and needs to be fixed.

  4. Class change recommendation: Hunters are a weak utility class, hardly worth investing in. You should consider adding the following or a variation of the following attributes to buff the Hunter class:

  • Attribute that increases your summoned companion’s attack speed by 20%, maximum rank would be 1*HunterRankLevel, so potentially a three point attribute (60% attack speed increase) for rank 3 hunters.

  • Attribute that reduces the damage that your summoned companion takes by 30%, maximum rank would be 1*HunterRankLevel, so potentially a three point attribute (90% less damage taken) for rank 3 hunters.

Even more suggestions to come! Also, worth noting, I don’t expect every recommendation I make to happen, however I do think them through and feel they should all at least be reviewed and considered.

2 Likes

Another one!

  • There is currently an issue with some buffs, namely the combo buff that Corsairs and their party members get from the Jolly Roger that looks like a four leaf clover, where the buffs don’t remove from the buff list correctly upon reaching 0 seconds, resulting in a very cluttered second buff bar. This doesn’t seem that bad but it often prevents you from seeing buffs forced off the bar such as your Experience Tome duration.

This needs to be fixed as soon as possible, please and thanks.

1 Like

More!?

  • The 'Blue Spion Archer’s in Nahash Forest (level 226 zone) hit insanely hard with their Spiral Arrow. I mean unbelievable and unreasonably hard for any monster up to, and beyond, this point. The damage of their Spiral Arrow needs to be seriously scaled down or removed or something. They simply hit too hard.

More!

  1. The guild window (Alt+G) needs to be a little more detailed. At the very least the addition of a player’s level as well as when they were last online. You could also consider making it able to see the player’s character info via right clicking them in the guild window

  2. Consider raising the level requirement of using a megaphone again. I think 100 is reasonable. It shouldn’t take the average objective-based player more than 10 hours played to hit about 100 if they’re following guides, not to mention prior to level 100 there’s minimal need to use a megaphone. Yes, it restricts new players from asking questions globally, but any questions they have can usually be answered locally or figured out by themselves given some time. This change would be a little unfair to the player base but as I said it’s still reasonable and would help further combat gold sellers.

3 Likes

Got some more!

  • Guild invitations should not have to be distributed in person, the ability to invite a player by right clicking their name in chat or perhaps a command such as ‘/ginvite PlayerTeamName’ should work. Not an overly necessary change but could definitely call it an easy Quality Of Life change. Stopping grinding to meet a player to invite them to a guild can be a little annoying at times.

  • Fletchers have it rough when it comes to weight capacity. I understand other classes such as Priest/Chaplain and Dievdierby have similar issues, and truthfully, buff them too if necessary, however I feel like Fletchers have it the worst as far as crafting and carrying their own arrows. As a Fletcher/Cannoneer personally I think it’s ridiculous that I have to spend approximately 5-7 minutes crafting arrows for an hour worth of grinding. Not to mention approximately 2000-3000 of my weight capacity is dedicated to arrows at any given time, and I can blow through 2000-3000 arrows in about 2 hours. That being said I believe one of two things needs to happen: Either (A) Fletchers need to passively get about +1000 weight capacity, or arrows need to weigh about 10-50% of what they currently do.

2 Likes

EDIT: Suggestion withdrawn.

Both Guild Wars 2 and Perfect World International have these systems. It’s a nice system in theory, but it can cause major issues down the line, especially if GMs inject currencies into the system to raise or lower the prices to give the game’s publisher the best end of the stick.

Oh thank goodness! Feedback! <3

I understand it can be abused to an extent, or rather, implemented poorly, however if the publishers simply keep a rough eye on the growth of the economy and allow players to sell TP in lets say intervals of 100, or perhaps 50, so to force the buyers to buy more than just a single 1 TP for a megaphone or 8 TP for a tome, and make sure they set reasonable minimum and maximum silver prices. Not so maximum that a bare market can’t be temporarily milked, and not so minimum that undercutters can’t make their quick buck, but you know, moderated.

So long as that was done on a weekly or biweekly basis and it is kept simply as TP is the cash currency and silver is the in-game currency, there would be no problem, it would near-kill the silver sellers business, and IMC would profit. There is really no downfall to the system whatsoever, except perhaps upset the occasional player who suggests it makes the game more P2W, which can’t be helped.

Perfect World International already has limits on how much you can sell at a time, and Guild Wars 2 already has limits on how much cash shop currency you can purchase in a day. (With real money, mind you.)

Neither of these things helped their markets though, because the publisher injects “Fake” amounts to cause these markets to nominalize and make it harder for players to buy the cash shop currency in the end. I don’t have any real evidence, but I’ve already crashed player-run market board markets before on several mmorpgs for very highly needed items. I tried this once with Guild Wars 2 GEMs, buying nearly 300 - 500 USD worth in gems within a few weeks, needless to say, the exchange rate was shifted drastically for a few hours before it returned.

Another minor suggestion:

  • Quest items should go on cooldown when the cast is complete, not when the cast starts.

This isn’t that necessary of a fix in most cases but a lot of quest items have a 30-60 second cooldown and you stop casting them if you’re attacked, which also wouldn’t be that big of a problem if latency wasn’t an issue but some times I use a quest item knowing I should have time to cast it before being attacked but the cast doesn’t start for like 3 seconds some times, totalling in a 5 second cast on an item that should have a 2 second cast due to lag.

In short, it shouldn’t be a necessary fix if latency wasn’t an issue or the cooldown of most quest items were shorter, but that isn’t the case, and therefore I feel like this is a much needed fix.

1 Like

And another one:

  • Marketplace commission should be reduced to 20% from 30% for non-token players and 5% from 10% for token players.

This will still create a silver sink in the marketplace while not being quite as an intimidating amount. If I sell an Arde Dagger for 1M silver, losing 100k seems terrible. However losing 50k seems not nearly as bad. Commissions shouldn’t be so high as to deter players from using the marketplace.

1 Like

Another:

  • I understand you guys intend to implement cross-server dungeon and mission queues? If so, this needs to be done as soon as possible.

Orsha server specifically is at an awkward spot right now. It feels like the server is already dying. That being said I haven’t been one of the many complaining, I actually prefer it this way, but the one major drawback is the current queue times. I shouldn’t be waiting forever for dungeon queues that used to be near instantaneous.
I also realize the release of F2P will help this but it won’t fix the level 160+ queues at all, not for a while at least. This absolutely needs to come as soon as possible.

2 Likes

More!

  • Remove or significantly reduce the wait time for marketplace silver.

48 hours is simply unacceptable and is why the majority of the population don’t use the marketplace, especially to sell expensive items. I feel like an absolute maximum wait time of 12 hours is reasonable but truthfully, if you need a wait time at all, 2-6 hours would be preferred. Absolutely no more than 12 hours though, that’s silly.

  • If possible remove or reduce the wait time for items to appear in the auction house.

If there is some sort of server delay making this change difficult or impossible, it’s not a necessary change, but the delay is entirely unnecessary, so if this is fixable it should be, or, again, significantly reduced (5-10 mins?)

2 Likes

Another! Kind of a two-part suggestion here.

  • Standing SP Regen should be changed from SpRegen ticking once every 20 seconds to (SpRegen/2) ticking once every 10 seconds. Resulting in the same amount of recovery over time, just faster smaller ticks.

  • Standing SP Regen should continue to tick while in combat.

This will make SP Regen and Spirit a better, more desirable stat, as they are currently near-worthless except for classes who’s abilities actually scale to Spirit.

1 Like

And again!

  • Currently when you already have bought a buff from a Pardoner (ie. Sacrament), if your Sacrament is at, for example, 2 minutes left and you attempt to buy the buff again, you spend silver, but the buff is not refreshed. Please make it so that if you buy a buff from a Pardoner while you already have the buff, it refreshes the duration.
3 Likes

I’m on a roll!

  • Make cards tradeable.

This change isn’t entirely necessary but some players tend to try to buy and sell cards anyway, limiting supply and demand. By allowing cards to be traded and/or sold on the marketplace, you will balance out the value of cards and allow for more realistic card prices.

  • Make the SP potions gained through the level 1-100 quests weigh 0.

This might sound overpowered but honestly most players discard all or most of their leveling potions because you get them faster than you use them and they end up just putting you over your weight capacity. Plus it’s not like this could be abused. They are already untradeable and there is a limited quantity of them.

1 Like

That’s because the potions are exactly the same as the ones you can get from the item NPC guy/girl.

Right but they’re supposed to be free potions from questing to make low level players feel like all their silver isn’t being put back into potions, and it did the job, but the problem is they’re almost annoying now. Every other quest I feel like I’m deleting stacks of potions because they’re putting me past weight limit. Setting the weight of these quest reward potions would remove the issue.

Another one!

  • The buff ‘Blessing’ should have no hit limit or a greatly increased (10x maybe?) hit limit when bought from a Pardoner.

Technically ‘Blessing’ has a longer duration when bought from a Pardoner however it still has a hit count limit. This seems unfair both to players buying it and the pardoner as many people no longer buy the buff due to it running out so quickly. It is a very strong buff so having a hit limit makes sense but it’s simply too low to justify buying it from a Pardoner regularly.

2 Likes